recipe: chain gloves/heavy bracers/vambraces + ort + psapphire + jewel.(If you're truly serious about crafting gloves, make a dedicated character to gamble + craft and stop leveling them at clvl 74.) You can avoid the possibility of rolling these by keeping the ilvl as close to 71 as possible. Note that several undesirable skill charge mods occupy the higher tiers of glove affixes. This is obtainable with a wide range of gambled or found gloves and crafter character levels. In order to have a chance at 20% IAS, you need ilvl 71+. ilvl: 20% IAS has the highest requirement out of the desirable random mods.For some builds, that alone is enough to make this "best in slot." Other sought-after mods are 3% mana leech 20% IAS and +2 bow/x-bow, java, or martial arts skills. A 10% roll is on par with Steelrend, but without the huge strength requirement. desired mods: This comes with 5-10% crushing blow as a fixed mod.recipe: heavy/sharkskin/vampirebone gloves + nef + pruby + jewel.If you're willing to settle for less mana leech, ilvl as low as 25 will work (but you might get fewer than 4 random mods below ilvl 71). So gamble and craft with a clvl 89+ character. ilvl: If you want a chance at the maximum 6% mana leech, ilvl must be 86+.desired mods: Basically you're shooting for dual leech, plus as many other good mods as luck will provide.(Alternatively, you could use something like PlugY or GoMule to verify the a good roll for ilvl of the gambled amulet before crafting.) The only practical way to achieve this is to gamble the input amulets with a clvl 93+ character, and then craft with the same character. ilvl: Must be ilvl 90+ to have a chance of spawning +2 class skills. If it also spawns +2 class skills and some other decent mods, it can be superior to Mara's if you need the FCR to reach a breakpoint. desired mods: It comes with a fixed 5-10% FCR mod, with a chance to randomly spawn another 10% FCR mod, for a total of up to 20%.With those preliminaries out of the way, let's look at the worthwhile crafting recipes: (4) A crafted item must be at least ilvl 71 to guarantee 4 random mods will spawn in addition to the fixed mods.(3) In order to have a chance to spawn a given affix, an item must have alvl greater than or equal to that affix's level as shown on the affix lists.Most other items you'd likely craft with will tend to follow the third branch.Rings and amulets have qlvl = 1, so they will always use the second code branch, and alvl will equal ilvl.These are all things that you either cannot craft or would never bother to. (2) For all items, alvl is determined as follows:.If gambling to obtain the input item, note that the ilvl of gambled items ranges from clvl-5 to clvl+4 (capped at 99).In other words, half the input item's level plus half the crafter's level, both rounded down. (1) For crafted items, output_ilvl = floor(input_ilvl/2) + floor(clvl/2).Since this is a point that the responses so far have either ignored or gotten wrong, I'm going to go over the matter of ilvl requirements. If 91 were halfway to 99 then it would take less than 2 days to hit 99, as you can hit 90 before you log off on reset day if you have a good team (very long sitting though lol)ĭid the math including penalties on a different topic a while ago:ĩ7 to 98 takes slightly longer than 1 to 97 (only 9% longer than 90-97, but it's just 1 lvl), so ~17 times as long as 1-90ĩ8 to 99 takes more than three times as long as 97 to 98 (so more than 50 times as long as 1-90)Īs said in the last point, just the last level of 98 to 99 takes more than 50 times as many runs as 1-90. This penalty means you get a blanket <1% exp from everything at 98, for example. Not only is there the monster level penalty, there is also the inherent clvl penalty that reduces all exp (other than ancients) by a huge amount, which is implemented at clvl 70 and increases as you get closer to 99. I recommend Mrllamasc on YouTube: Įdit: linked video and thank you u/ChthonVII for correcting me! There are more details online if you're looking for a specific attribute. That being said, clvl93 is ideal, but remember that gambling has a range, so even at clvl90, you still have a chance that the item you gambled is greater than ilvl90, but the odds are not in your favor. The correct formula for the crafted item level is: But really you still have a decent chance at lvl 90 or 91. To guarantee that you have a chance at this, you need to gamble amulets and craft with a clvl of 93 (93-5=88). So if you want to make a Caster amulet that has +2 to all skills, it needs to have an ilvl of at least ~88~ 90. When gambling an item, the item level (ilvl) is your clvl +4 to -5. It's based off of your character level (clvl).
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